Imbue Health: potential?

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Playing around with this skill... inspired by having to bring Melonni for today's ZM (Nundu Bay). The mysticism attribute has almost nothing to offer for dervish heroes, since perma-Avatar isn't an option. (Pious Renewal, Arcane Zeal, Vow of Silence..which is unusable pretty much)

The original crappy iteration:

D/Mo
10+1+1 Mysticism (every 3 ranks)
11+1 Earth prayers
10 Protection Prayers
1 Healing Prayers

armor: survivor, vitae, vigor, minor mysticism, minor earth prayers
weapon :+20% enchanting of your choice (had mallyx's savagery left over from melee build, but ideally +30HP staff of enchanting...)

1 Arcane Zeal
2 Faithful Intervention (to power Zeal)
3 Vital Boon / Vital blessing (had to micro boon, so blessing could have been better)
4 Imbue Health (massive heal)
5 Protective Spirit
6 Mystic regeneration
7 Shield of Absorption
8 Aegis

To be tested:

D/Mo bonds
12+1+1 Mysticism (every 3 ranks)
12 Protection Prayers

armor: survivor, vitae, vigor, minor mysticism, minor earth prayers
weapon :+20% enchanting staff

1 Arcane Zeal
2 Balthazar's Spirit
3 Vital blessing
4 Purifying Veil / Life Attunement ( to power zeal)
5 Imbue Health (massive heal)
6 Life Bond
7 Shield of Absorption
8 Aegis

Mystic Healing doesn't heal for enough at 12 wind prayers, but it's cheap and spammy (2 recharge). There's not enough enchantments to match divine healing on a monk, so it's not that great.

A replacement for monks, no. It's not better than D/N orders either. I just want to see if there's a better option for powering Imbue Health spam that doesn't involve devoting a bar to it.

All in all Arcane zeal isn't all that great when you can just run a zealous scythe and an IAS.

The bar was pretty much the opposite of D/N orders, since it was defense, rather offense.

Re: Imbue health
The skill on its own isn't all that great unless you pump mysticism up. At 9 mysticism it heals for 32% of max health (anywhere from 170 to 200HP), which is not bad (basically Gift of Health at 10 with divine favor bonus). Anything lower, like 6 mysticism and you have 23% which is basically sub-orison level healing (50-60ish health total).

paddymew

Frost Gate Guardian

Join Date: Jul 2008

D/

It's very rare to ever see a +30hp scythe of +20% enchanting, since both effects are suffix bonuses. Personally, I'm wondering if it's too slow, when the e-management requires you to spam enchantments.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by FoxBat
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Throw imbue health on an SoS or smiter bar? :/ Imbue health is a mysticism skill... so I'm guessing you mean something like:

D/Mo
10+1+1 Mysticism
8+1 Earth prayers
12 Smiting

1 Faithful Intervention
2 Conviction
3 Smite condition
4 Smite hex
5 Reversal of damage
6 Eremite's Zeal (disabled)
7 RoJ/Shield of Judgment
8 Imbue health

Balth Aura is expensive...Signet of Mystic Wrath needs an enchant stack

...Maybe something with sand shards (strength of honor is looking good)?

The entire mysticism line if you don't use a scythe or conditions:
*Avatars (can't use on heroes)
*Vow of silence (crap unless you have non-spell heal like signet of pious light)
*Balthazar's Rage:Enchantment Spell. (20 seconds.) Deals 15...51...60 holy damage to adjacent foes. End effect: you gain 4...9...10 Health for each successful hit while enchanted with Balthazar's Rage. (10e/0.75/15)
* Meditation : 20...104...125 Health. You also gain 3...7...8 Energy if not enchanted (5e/1/12)
* Mystic Vigor: You gain 1...6...7 Health (maximum 25) for each Enchantment on you whenever you hit with an attack. (5/0.25/15)
* Pious Renewal : You gain 0...2...2 Energy and 0...8...10 Health each time an enchantment ends on you. (5/10.25/3)
* Arcane Zeal: (10 seconds.) You gain 1 Energy (maximum 1...6...7) for each enchantment on you whenever you cast a spell. (10/1/5)
* Zealous Renewal: Initial effect: deals 15...51...60 holy damage to adjacent foes. End effect: you gain 1 Energy for each successful hit while enchanted with Zealous Renewal. (10/0.75/15)

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
And get a 25 heal for 10 energy? Derv primary obviously. Yes, it's inferior to mo or rit. The point would be when you have to drag whiny Mellonni on some mission or quest or whatever.

Once you get away from arcane zeal you don't need excess maintained enchants anymore. I'd think of this:

smite hex
smite condition
Strength of Honor
castigation signet
RoJ
imbue health
vital boon
optional

Doesn't really abuse dervish much, but it should work.

You might consider spear or barrage type builds, at least you could get heart of fury out of your mysticism investment then.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by FoxBat
View Post
Derv primary obviously. Yes, it's inferior to mo or rit. The point would be when you have to drag whiny Mellonni on some mission or quest or whatever. There are two(?) missions when you have to do this.
In these cases, I'd just giver her Zealous Vow, a couple of attack skills and let her go. Those missions are not hard and for Nundu Bay, you don't need (or even particularly want) a hero backliner.
Jokanur's may be a little different, but a Monk hero is good enough and it's a trivial mission anyway.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Xenomortis
View Post
There are two(?) missions when you have to do this.
In these cases, I'd just giver her Zealous Vow, a couple of attack skills and let her go. Those missions are not hard and for Nundu Bay, you don't need (or even particularly want) a hero backliner.
Jokanur's may be a little different, but a Monk hero is good enough and it's a trivial mission anyway. Without Save Yourselves or Prot Spirit, Melonni is quite squishy. I noticed this when a warrior brought her and didn't bring conviction. Other than that, she's still melee.

Anyway, case is closed.

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

I ran a Dervish healer build in JQ for a few months. Keep in mind that I stopped playing JQ a week or two before the Mesmer update, so your mileage may vary.

12 + 1 + 2 Mysticism
12 Protection Prayers

Life Sheath
Guardian
Shield of Absorption
Shielding Hands
Watchful Intervention
Imbue Health
Meditation
Pious Haste

I know everyone will hate this, but give it a shot. No one expects a Dervish healer and stupid players/bots will waste their resources on you; I can't count the number of times I stood my ground against four or five enemies. So long as you keep cycling your cheap enchantments, you're practically invincible and will not run out of energy (not sure if the Mesmer update made enchantment removal more popular, though, so watch out). Watchful and Imbue are great spike heals to use on carriers and allies that need a hand and Meditation is used in a pinch between cycles. Finally, Pious Haste is a fairly good IMS and can be swapped with Signet of Pious Restraint--Life Sheath plus the aforementioned signet has the potential to permanently cripple an enemy.